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From the guy you remembered after refreshing this page, comes an all-new old-fashioned map with new twists! After playing online for a while, I have made a map that is (hopefully) good for emfh, koth, and survival. For 3-8 players.

Notes for version 1.0:

Done completely on Ye Olde Forge again, but with a look over with Visual. Thanks to Ryoko for the advice.

1337 downloads,
1 review,
3 screenshots,
5.0 rating

A pack of physics models that all mod the flamethrower. One has infinite range, one has infinite range and travels faster, one makes it very inaccurate. By now hopefully you know: 1) how to use a physics file, 2) to not use on a merged map, and 3) don't review without trying it out first.

Notes for version 1:

I think anybody can make this easily within a minute.

1491 downloads,
1 review,
2 screenshots,
1.0 rating

Mods the magnum. Twice the recoil of a rocket launcher, and the power of a rocket launcher, without the explosion. Enjoy.
PS THIS IS A PHYSICS FILE NOT A SCRIPT OR MAP. DONT USE ON A MERGED MAP. OMG. Why does everyone hate all my uploads? even the good ones? The ones that they TOLD me to upload? Really, I think I am going to start keeping my creations to myself.

Notes for version 1:

Whatever. Less recoil.
P.S. If you are wondering where my other uploads went, it seems nobody likes them.
Plus, they were the original property of Treellama. This is the only one that I really made. Oh well.
P.P.S. The above is in the readme.

1404 downloads,
3 reviews,
0 screenshots,
3.3 rating

This is my first netpack. It features a giant pillar. You start inside the pillar and stay there. Its really big and nice, with minipillars inside. I'm very sorry that I couldn't include screenshots because my network is too slow.

:::IMPORTANT NOTE:::
All my projects (and all of iamanidiotbad's projects) are temporarily DEAD. Copying my projects is allowed. Thank you for your time.

Notes for version 2.0 (beta2.5):

Fixed something where a wall goes up when you activate the platforms; the platforms now don't take up the entire space between the upper ledges. Also added some waterfall thingies, removed the death trap of river canyon ringing the middle, the map doesnt flood anymore (though you still walk in shallow watter). Also... changed item placements and counts. However I do not think this map is good for survival, there is a chance that monstars will appear outside the tower. I am not sure of this... Added a nice secret through the discovery of the usage of tags!

Some transparent lines textured, i was too lazy to remove the textures. Maybe in a week i'll fix it?

And i seemingly skipped beta1 because in beta1 i forgot to texture a side on a platform. now i textured it. hip hip horray.

1461 downloads,
3 reviews,
0 screenshots,
2.0 rating

The first ever survival map, with a base, plentiful weapons and healing, and lots of space for battle. And yes, I MADE THE PREVIOUS DEAD CITY MAP AS WELL, SO OF COURSE IT LOOKS LIKE IT. DUH.

Notes for version 5.0:

Completely redone: you can now run up the rocks, distracting polygons are removed, others were added, and especially the size will allow for more carnage. Take note: despite size change, aliens will still get stuck on the steps, and must be killed with bullets, not by 'splodes. My solo record is now 22. Good luck.

1584 downloads,
4 reviews,
17 screenshots,
3.5 rating

I released a new survival script for marathon infinity based on the first one made by MegaByte.

In This Edition:

Continuous wave of aliens, rather than round based combat.

The number of spawned aliens is capped at 50, in order to avoid AI frozen monsters.

Almost every type of monsters are used. They spawn from the easiest to the hardest to fight.

Bobs are included to help the player. A random invincibility power up will also spawn in the map to call in bobs when picked up.

The script works on almost all maps. Aliens can sometimes spawn in unreachable places but the script will handle this. Just ignore it. The script works better on some maps.

Players health will regenerate after some time if they're not taking damage.

The rest of the rules should be the same that in the first survival. Including reviving mates, if everyone dies the game ends,...

Some settings can also be modified in the lua script like regenerating life, bob powerup, dead body boucing, ...

I advise to play in normal mode until 3 or 4 players. It will be hard enough. Major damage is good for 4 to 6 players and total carnage for more.

Warning : Do not host it with HD Monsters Texture or it will crash. The game must load all monster collections and HD Monsters Texture will cause an insufficient ram error.

Also do not host on any maps that are extremely large or small because monster generation is based on the area and size of each level.

Thanks to aquateenhgrfrce for his suggestions and his help for testing the script.

Notes for version 1.6:

1.2 :
A survival generator has been implemented. You can now customize the survival by choosing your opponents, your allies, the different levels of difficulty and the probability of spawning for each monster. You will find it in the zip folder with the survival script and the folder "Ressources" containing images for the generator. You need Java to execute it. Place the application Survival_Generator.jar in the same folder that the folder "Ressources" then you can run it.

1.3 :
Ask it and you got it. I made updates for the application just for you WindBreaker :D
You can now load an existing survival file in the application to make modifications. You can also edit the time of a round.
But you can only load survival scripts which have been created with the generator and which have not been manually modified (except for the settings of course)
That means you can't load the original survival 2.0 script but you can load the one in the actually zip folder which has been generated with the application.

1.3.1 :
The display of the timer after 1 hour of gameplay has been fixed. Thanks HailErdogan to have found that bug.

1.4 :
Monsters dead animation has been fixed. If you noticed when a monster dies, his body does not move and can sometimes be frozen, floating in the air. Same thing for the drones/juggernauts which often explode in the air. All is properly working with this version. These corrections also improve the fluidity of the game, that's why I really advise you to use this version.

Addition : a new functionnality has also been implemented with this version. (disabling/enabling in the settings of the script) You can teleport to the plateform you are aiming by pressing the microphone key. You need your oxygen bar full to use it and teleport will drain it. The bar will fill up with the time.

1.5 :
Monsters won't spawn anymore in unreachable areas except for maps which don't have hill.
In this case, the script will work like for the version 1.4.

1.5.1 :

Disconnected players are not displayed anymore with the minimal display.

Sometimes the character of a player who get disconnected could stay alive, he now correctly dies.

When you generate a script with allies major or minor aliens and play it with an opposite difficulty, for instance, minor aliens with total carnage difficulty, only major aliens will spawn and they won't be friendly.
This has been fixed.

1.6 :

Minor bugs fixed.

Bug with the generator's performance fixed.

Added the possibility to choose the number of aliens by setting the options in the lua script.

The name and the health of the target you are aiming are now displayed. Red for ennemies, green for allies.

The score's calcul has been reviewed. It increases by dealing damages to ennemies and killing them. It decreases by dealing damages to allies and killing them. Revive a mate and kill yourself will also change your score.

Comment : If you want to use the generator to make your own script with the script's latest version, you obviously need to use the latest version of the generator.

Since the original game doesn't allow more than 32 active ennemies in the same time. I recommand you to change it. Especialy if you play big maps with a lot of aliens or if you want to change manualy the number of aliens as explained in the 1.6 section. For that, go into your marathon folder, script folder, open marathon infinity.mml with your text editor and replace the number paths value = "32" by the number you want (power of 2 and max 512)